using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using System.Xml.Linq;

namespace GameHungTrung
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        

        GameManager gameManager;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            graphics.PreferredBackBufferWidth = 480;
            graphics.PreferredBackBufferHeight = 600;
            IsMouseVisible = true;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            var doc = XElement.Load("GameInfo.xml");

            Global.SCREEN_WIDTH = (int)doc.Element("SCREEN_WIDTH");
            Global.SCREEN_HEIGHT = (int)doc.Element("SCREEN_HEIGHT");
            Global.MODE_GAME = (string)doc.Element("MODE_GAME");
            Global.TIME_PROCEDURE_PRODUCT = (int)doc.Element("TIME_PRODUCE_PRODUCT");
            //Global.TIME_PROCEDURE_ANIMAL = (int)doc.Element("TIME_PRODUCE_ANIMAL");
            Global.MAX_TIME_RANDOM_ANIMAL = (int)doc.Element("MAX_TIME_PRODUCE_ANIMAL");
            Global.MAX_ANIMAL = (int)doc.Element("MAX_ANIMAL_LEVEL_1");
            Global.Y_DAY_TREN = (int)doc.Element("Y_ABOVE_ROPE");
            Global.Y_DAY_DUOI = (int)doc.Element("Y_UNDER_ROPE");
            Global.UP_LEVEL = (int)doc.Element("SCORE_LEVEL_UP");

            doc = XElement.Load("HighScore.xml");
            Global.HIGHSCORE = (int)doc.Element("HighScore");
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here     
            gameManager = GameManager.getInstance();
            gameManager.LoadContent(this.Content);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here

            var root = new XElement("GameInformation", 
                new XElement("HighScore",Global.HIGHSCORE));

            XDocument document = new XDocument(root);
            document.Save("HighScore.xml");
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            gameManager.Update(gameTime);
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            gameManager.Draw(gameTime,spriteBatch);
            spriteBatch.End();

            base.Draw(gameTime);
        }        
    }
}
